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4 commits

Author SHA1 Message Date
Lukas Brübach
876d66ffc9 [Icons] Add a sticker icon treatment
The pre-#7595 add, remove and delete icons were filled shapes with a black
outline and no disc. A tint cannot bring that back, and the badge disc is a
different icon language, so add a third value to the existing style axis.

IconStyle::Sticker draws the sentinel glyph twice: a near-black rim at the
band width plus one rim on each side, then the tone pass clipped to the glyph
and filled with a vertical gradient. Both treatments keep the disabled
fallback to the line glyph.

The fill rule moves into theme_icon_fill: the semantic tones are tuned for
text, so a filled shape gives its tone a saturation floor, and a dark-scheme
tone is pulled down rather than up. IconTint::resolve() applies the same floor
to line glyphs, and the badge disc uses the same fill, so a line, a badge and
a sticker next to each other carry the same green or red instead of a pale
line beside a saturated glyph.

The badge's glyph ink follows the scheme: white on light-scheme tones, as in
the pre-#7595 art, and the saturated tone darkened to an outline-dark ink on
dark-scheme tones, where the shared saturated disc is light enough that white
would sit near 2.7:1. The new test pins both cases so the glyph cannot
silently flip.

resolveSvgStrokeWidth() moves the stroke-width rewrite into
libcockatrice_utility so the badge and the sticker share it; the badge's local
copy is gone.

The sticker is opted into at 17 call sites: increment, decrement and
remove_row in the deck editor, settings pages, token dialog, server dialogs
and replay/deck storage tabs. The visual database's clear-filter button keeps
its trash can (icons/delete) in the line treatment: that glyph is new in
#7595, but it is the clearer metaphor, and a sticker rim closes its lid gap
at toolbar sizes.

The preview generators also gain a semantic-tint sheet for #7775 and a
line/badge/sticker family strip, so the three PR descriptions can show the
same rendered colors.
2026-11-07 10:43:54 +01:00
Lukas Brübach
717f64a88b [Icons] Add a badge icon treatment
Restore the filled-disc look the ready/not-ready icons had before the
one-glyph cutover, without bringing back palette-locked art.

IconStyle::Badge composes the existing sentinel SVG at paint time: a
gradient disc, a dark ring, and the glyph re-weighted and inked for
contrast against the tone. Line stays the default and is unchanged.

Only the two state icons opt in. The add/remove icons keep the line
treatment because their old art was a filled glyph with an outline and
no disc, so badging them would invent a look the UI never had. Disabled
badges fall back to the line glyph so an unavailable control still reads
as unavailable.
2026-11-07 10:43:54 +01:00
Lukas Brübach
9449876a28 [Icons] Keep semantic red and green on themed glyphs
The one-glyph cutover recolored every icon from a single palette role, so a
disabled deck, a not-ready player and a remove button all lost the red or green
that carried their meaning.

Add Positive and Negative application colors beside the accents, ship
scheme-appropriate defaults for every theme, and resolve them through
ThemeManager. Icons now take an IconTint: a palette role for structural glyphs,
or a semantic role for states and add/remove actions. A disabled semantic icon
falls back to the disabled foreground; on a selected row a semantic tint keeps
its color only while it stays legible on the highlight, and a palette tint keeps
the existing WindowText -> HighlightedText swap.
2026-11-07 00:12:56 +01:00
BruebachL
627c7a83aa
[Icons] Migrate UI glyphs to palette-token SVGs (#7595)
* [Icons] Migrate UI glyphs to palette-token SVGs

Runtime inversion is not a theming system: it rotates hue, breaks duotone art
and mishandles alpha, and a QPixmap snapshot cannot follow a palette change.
Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the
paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor
was duplicated (cogwheel/gear -> settings, scale_balanced -> scales,
update.png -> reload).

Load the glyphs through `loadThemedIcon` so the engine resolves the token from
the palette on every request, and let `themePixmap` use the same resolution for
one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a
QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap.

Content art (mana, counters, countries) keeps its authored colors.

Add a render test covering aspect ratio, palette flips, icon modes and
high-DPI pixmaps.

* [Tests] Keep the icon render test QApplication alive until exit

Creating it as a function-local static tears it down before Qt's library statics
at exit, and libQt6Network then runs QObject destructors against freed memory —
a SEGV the sanitizer leg reports after the tests have already passed. Leak the
application instead, the usual pattern for a test binary.

* [Icons] Render lock and dropdown glyphs through the icon engine

Both generators rendered the sentinel SVG to a fixed height x height pixmap
at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so
on a 2x display the games-list lock (13px) and the banner dropdown arrow
(24px) came back crisp; the new path hands the widget a DPR-1 bitmap that
gets upscaled and blurred.

- The games list asks the themed engine for `icons/lock` directly, so the
  item view paints it at the device pixel ratio and the lock also follows
  HighlightedText on a selected row.
- The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which
  keeps the glyph's aspect ratio and renders at the requested ratio.
- LockPixmapGenerator has no consumer left, so it and its cache are gone.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:39:41 +01:00